Pioneers in Machinima: The Grassroots of Virtual Production

Pioneers in Machinima: The Grassroots of Virtual Production PDF Author: Tracy G. Harwood
Publisher: Vernon Press
ISBN: 1648892140
Category : Photography
Languages : en
Pages : 271

Get Book Here

Book Description
This important new work focuses on the pioneers in machinima, considered to be the grassroots and beginnings of virtual production. Machinima’s impacts are identified by the community, supplemented by Harwood and Grussi’s research and experience over a period of 25 years – from game, film and filmmaking to digital arts practice, creative technologies developments and related research and theory. Machinima is the first digital cultural practice to have emerged from the internet into a mainstream creative genre. Its latest transformation is evident through the increasing convergence of games and film where real-time virtual production as a professional creative practice is resulting in new forms of machine-generated interactive experiences. Using the most culturally significant machinima works (machine-cinema) as lenses to trace its history and impacts, ‘Pioneers in Machinima: The Grassroots of Virtual Production’ provides in-depth testimony by filmmakers and others involved in its emergence. The extensive reference to source materials and interviews bring the story of its impacts up to date through the critical reflections of the early pioneers. This book will be of interest to machinima researchers and practitioners, including game culture, media theorists, students of film studies and game studies, digital artists and those interested in how creative technologies have influenced communities of practice over time.

Pioneers in Machinima: The Grassroots of Virtual Production

Pioneers in Machinima: The Grassroots of Virtual Production PDF Author: Tracy G. Harwood
Publisher: Vernon Press
ISBN: 1648892140
Category : Photography
Languages : en
Pages : 271

Get Book Here

Book Description
This important new work focuses on the pioneers in machinima, considered to be the grassroots and beginnings of virtual production. Machinima’s impacts are identified by the community, supplemented by Harwood and Grussi’s research and experience over a period of 25 years – from game, film and filmmaking to digital arts practice, creative technologies developments and related research and theory. Machinima is the first digital cultural practice to have emerged from the internet into a mainstream creative genre. Its latest transformation is evident through the increasing convergence of games and film where real-time virtual production as a professional creative practice is resulting in new forms of machine-generated interactive experiences. Using the most culturally significant machinima works (machine-cinema) as lenses to trace its history and impacts, ‘Pioneers in Machinima: The Grassroots of Virtual Production’ provides in-depth testimony by filmmakers and others involved in its emergence. The extensive reference to source materials and interviews bring the story of its impacts up to date through the critical reflections of the early pioneers. This book will be of interest to machinima researchers and practitioners, including game culture, media theorists, students of film studies and game studies, digital artists and those interested in how creative technologies have influenced communities of practice over time.

The Machinima Reader

The Machinima Reader PDF Author: Henry Lowood
Publisher: MIT Press
ISBN: 0262294923
Category : Games & Activities
Languages : en
Pages : 356

Get Book Here

Book Description
The first critical overview of an emerging field, with contributions from both scholars and artist-practitioners. Over the last decade, machinima—the use of computer game engines to create movies—has emerged as a vibrant area in digital culture. Machinima as a filmmaking tool grew from the bottom up, driven by enthusiasts who taught themselves to deploy technologies from computer games to create animated films quickly and cheaply. The Machinima Reader is the first critical overview of this rapidly developing field. The contributors include both academics and artist-practitioners. They explore machinima from multiple perspectives, ranging from technical aspects of machinima, from real-time production to machinima as a performative and cinematic medium, while paying close attention to the legal, cultural, and pedagogical contexts for machinima. The Machinima Reader extends critical debates originating within the machinima community to a wider audience and provides a foundation for scholarly work from a variety of disciplines. This is the first book to chart the emergence of machinima as a game-based cultural production that spans technologies and media, forming new communities of practice on its way to a history, an aesthetic, and a market.

New Opportunities for Artistic Practice in Virtual Worlds

New Opportunities for Artistic Practice in Virtual Worlds PDF Author: Doyle, Denise
Publisher: IGI Global
ISBN: 1466683856
Category : Computers
Languages : en
Pages : 349

Get Book Here

Book Description
Although virtual worlds continue to grow in popularity, a substantial amount of research is needed to determine best practices in virtual spaces. The artistic community is one field where virtual worlds can be utilized to the greatest effect. New Opportunities for Artistic Practice in Virtual Worlds provides a coherent account of artistic practices in virtual worlds and considers the contribution the Second Life platform has made in a historical, theoretical, and critical context within the fields of art and technology. This volume is intended for both artists and scholars in the areas of digital art, art and technology, media arts history, virtual worlds, and games studies, as well as a broader academic audience who are interested in the philosophical implications of virtual spaces.

The Future of Digital Communication

The Future of Digital Communication PDF Author: Raquel V. Benítez Rojas
Publisher: CRC Press
ISBN: 1000926036
Category : Computers
Languages : en
Pages : 157

Get Book Here

Book Description
This collection of essays explores the present and future of digital communication through a range of interdisciplinary approaches, all of which focus on the so-called metaverse. The metaverse is a combination of multiple elements of technology – including virtual reality, augmented reality, and video – where users "live" within a digital universe. The vision for this new universe is that its users can work, play, and stay connected with friends through everything. Such a vision is hinted at in existing phenomena such as online game universes.

Machinima

Machinima PDF Author: Phylis Johnson
Publisher: McFarland
ISBN: 0786488387
Category : Performing Arts
Languages : en
Pages : 329

Get Book Here

Book Description
Unlike traditional animation techniques that use specialized 3D animation software, machinima--a term derived from the words "machine" and "cinema"--records the action in real-time interactive 3D environments, such as those found in video games, to create a cinematic production. No longer solely the province of hard-core gamers, machinima has become central to the convergence between animation, television, and film, but retains its own identity as a unique media format. It has evolved quickly within massive multi-player gaming and virtual platforms such as Second Life, The Sims, World of Warcraft, and virtual worlds under development. These interviews, essays, and discussions with leading machinima producers, reviewers, performers, and advocates discuss scripting basics, character development, and set design, as well as tips on crafting machinima through creative use of sound, lighting, and post-production.

The Intermediality of Contemporary Visual Arts

The Intermediality of Contemporary Visual Arts PDF Author: Asun López-Varela Azcárate
Publisher: BoD – Books on Demand
ISBN: 180355858X
Category : Social Science
Languages : en
Pages : 160

Get Book Here

Book Description
The Intermediality of Contemporary Visual Arts explores a range of topics within the field. The volume delves into the realm of intermediality within the visual arts. Each chapter explores a different aspect; from the evolution of Intermedial Studies over the past decades to the shifts in print typography and the emergence of “cut-ups” within a context of resistance against conventions, the concept of Visual Music and its relation to pioneering filmmaking, visual representations of intimacy as they evolve from painting to other visual formats like comics, film, and television, and finally the transmedial potential of cultural symbols in virtual reality, all of which involve greater multimodal and emotional elements that enhance audience immersion. The volume closes by highlighting the need for a comprehensive approach to visual art education and pedagogical methods that foster creativity, emphasizing the intermedial aspects present in contemporary visual arts.

Playframes

Playframes PDF Author: Celia Pearce
Publisher: MIT Press
ISBN: 0262381222
Category : Political Science
Languages : en
Pages : 339

Get Book Here

Book Description
An exploration of how we know we’re playing and what happens when we don’t. Playframes builds on the work of Gregory Bateson and Erving Goffman to take a deep dive into Bateson’s primary question: How do we know we’re playing? In this book, Celia Pearce addresses this question by building a comprehensive theory of the specific mechanisms that metacommunicate the message “this is play.” This “big tent” approach covers a broad swath of playframes, ranging from theme parks to cosplay, board and video games, and sports, and describes how spatial and temporal frames, as well as artifacts such as costumes and uniforms, toys, and sports equipment, let us know when a play activity is underway. Pearce teases out distinctions between ritual and play activities, including social practices in which they merge or are indistinguishable, as well as incidents of frame breach or misalignment, where participants’ perception of “what is going on” diverges. These principles are illustrated with a series of four topical studies that explore various scenarios in which play and non-play contexts are juxtaposed or blurred. These span from delightful (fan convention cosplay and simulated and virtual weddings) to confusing (virtual currency and bitcoin) to dangerous. Building on recent research, the book culminates with an in-depth analysis of the gaming roots of the January 6 Capitol insurrection and argues that playframe breach and deliberate misalignment were the major contributing factors.

ECEL 2022 21st European Conference on e-Learning

ECEL 2022 21st European Conference on e-Learning PDF Author: Panagiotis Fotaris
Publisher: Academic Conferences and publishing limited
ISBN: 1914587553
Category : Education
Languages : en
Pages : 519

Get Book Here

Book Description


Understanding Machinima

Understanding Machinima PDF Author: Jenna Ng
Publisher: Bloomsbury Publishing USA
ISBN: 1441149627
Category : Social Science
Languages : en
Pages : 294

Get Book Here

Book Description
In this groundbreaking collection, Dr. Jenna Ng brings together academics and award-winning artists and machinima makers to explore the fascinating combination of cinema, animation and games in machinima (the use of computer game engines to produce animated films in cost- and time-efficient ways). Book-ended by a preface by Henry Lowood (curator for history of science and technology collections at Stanford University) and an interview with Isabelle Arvers (machinima artist, trainer, critic, and curator), the collection features wide-ranging discussions addressing machinima not only from diverse theoretical perspectives, but also in its many dimensions as game art, First Nations media art, documentary, and pedagogical tool. Making use of interactive multimedia to enhance the text, each chapter features a QR code which leads to a mobile website cross-referencing with its print text, integrating digital and print content while also taking into account the portability of digital devices in resonance with machinima's mobile digital forms. Exploring the many dimensions of machinima production and reception, Understanding Machinima extends machinima's critical scholarship and debate, underscoring the exciting potential of this emerging media form.

Noise Channels

Noise Channels PDF Author: Peter Krapp
Publisher: U of Minnesota Press
ISBN: 1452933197
Category : Art
Languages : en
Pages : 189

Get Book Here

Book Description
Brings to light the critical role of noise and error in the creative potential of digital culture